Let's start with a premice: There were 17k entries, only 2300 submitted and you're one of them. That's already top 10% of the dev. The idea is really cool and the dialogues are my favourites, that minion has some character I might say! So, initially I wasn't sure who's gonna attack me and that feeling remained through the replays; seems like the player doesn't really have much knowledge over who attacks, just with the defense, life and attack points it's really hard; I'd suggest a more visual hint like a graph from top to bottom of the strenght of who attacks. Or rather a progress bar type of thing showing how much force relative to the max amount that enemy has. The other thing I kinda expected from this game was having the possibility to change the mobs position. amount and strenght myself. Now it's probably about having enough luck to get the best minions; though I'm not sure which. because a lot of them are really similar in the characteristics. So I'd suggest let the player do all or some of these things: Manage the order of the rooms, moving the minions positions or having the possibility to choose from all the mobs(or the ones you might unlock with levels or souls) with the money. While the game was kinda easy at round 3, at round 4-5 you can barely do anything because they are more than 3/4 and the mobs pretty much remain the same amount; the mages are probably the most over powered because they can heal indefinitly and having 3 at the same time makes an already difficult enemy pretty much impossible(might be skill issue though). The keyword here is probably control; letting the player have the choice over which minions, how many and where they should be. Overall was a really intriguing game, the sounds and the art style was pretty good and polished. Good luck with your game dev journey!